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# What is logged and where:
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* In `StudyFramework/StudyRuns/LastParticipant.txt` always the last participant that the study was executed and some information on that run is stored.
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* In `StudyFramework/StudyRuns/Participant\_\[i\].txt` the conditions planned/executed for participant i are stored as json.
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* In `StudyFramework/StudyLogs/ParticipantLogs/LogParticipant-\[i\]` comments (with a preceeding '#'), events (Start condition..) and reported dependent variable values are logged
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* In `StudyFramework/StudyLogs/PositionLogs/PositionLogParticipant-\[i\]` the position & rotation info of tracked actors/components are logged
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* In `StudyFramework/StudyLogs/Phase\_\[...\].csv` holds for each phase the data of all participants. This is in a format to easily use in statistics tool like `r`.
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* In `StudyFramework/StudyRuns/Participant\\\_\\\[i\\\].txt` the conditions planned/executed for participant i are stored as json.
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* In `StudyFramework/StudyLogs/ParticipantLogs/LogParticipant-\\\[i\\\]` comments (with a preceeding '#'), events (Start condition..) and reported dependent variable values are logged
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* In `StudyFramework/StudyLogs/PositionLogs/PositionLogParticipant-\\\[i\\\]` the position & rotation info of tracked actors/components are logged
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* In `StudyFramework/StudyLogs/Phase\\\_\\\[...\\\].csv` holds for each phase the data of all participants. This is in a format to easily use in statistics tool like `r`.
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* In `StudyFramework/DebuggingLogs/SFLog.txt` all logs generated by the study framework in the last run of Unreal are gathered (mainly for debugging).
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# Position Logging with the Study-Framework
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Currently, you can log the position and rotation of actors and components with a specified frequency. For that there are two settings:
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- **LogName** is the name that will associated with the log, if left empty, the id name of the actor will be used
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- **LogTimer** specifies the logging frequency in Miliseconds. So if set to 20, it will write a log 50 times per second. **Note:** The maximum frequency possible is the frame rate the game runs at. So if the frequency of the recorded values is lower than what you set it at, it is probably limited by the frame rate. If you want frame-by-frame position logging, simply enter `0`.
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- **LogTimer** specifies the logging frequency in Miliseconds. So if set to 20, it will write a log 50 times per second.
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The information will be written out as tab-separated values into a file in the `StudyFramework/StudyLogs/PositionLogs/`-directory of your project. **Note:**
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- When an actor/component is added to logging on one map, this will not automatically transfer to the other maps. If you want to track a component's / an actor's movements in all maps, you have to add them to logging in each map (see "Tip" below).
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- The logging is only active when a condition is active (namely **not** while fading in / fading out), even though the player can still be moved during the fading process. The length of the fade can be adapted in the StudySetup object settings ([see HowToUse - Further Setup Options](/HowToUse#further-setup-options)).
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- The maximum possible logging frequency is the game's frame rate. So if the frequency of the recorded values is lower than what you set it at, it is probably limited by the frame rate. If you want frame-by-frame position logging, simply enter `0`.
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- When an actor/component is added to logging on one map, this will not automatically transfer to the other maps. If you want to track a component's / an actor's movements in all maps, you have to add it to logging in each map (see "Tip" below).
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- The logging is only active when a condition is active (namely **not** while fading in / fading out), even though the player can still interact with the game during the fading process. The length of the fade can be specified in the StudySetup object settings ([see HowToUse - Further Setup Options](/HowToUse#further-setup-options)).
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### Example: Logging the Position of the Player in VR
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